Latest Blueprints Activity
You really need to explain what you mean by “enemy detection”, because it could be vastly different things, from a handful of very smart AI characters playing hide and seek in a FPS to probabilistic targeting of long-range guided missiles to coordination in a swarm of ants looking for prey.
Wh…
operakala said:
I understand that ray tracing can be real-time, as in games, and, so to speak,
It's generally referred to as offline rendering when you're (pre)rendering non-real-time approach and real time/interactive rendering when rendering with immediate output once frame is finished.
operakala sa…
Hello, for those who don't know who I am, my name is Anthony.
I have just started a Idea for a 3D Horror Game called Dreadlife I am looking for Game Developers to create this game with me. My game is going to be a 3D Horror Game in 4 Chapters set in 2098 Based in an abandoned city during a vir…
frob said:
I think the best parallel is asking “which raindrop is responsible for the flood?” Individually every call, every function, every blueprint node has a cost. Individually the blueprint cost is relatively small, anywhere on the order from a few hundred nanoseconds to a few microseconds. Cop…
I had thought about decoupling the UI from the Players State, but to me that seemed like it would add more hoops for me to jump through without any benefit.
What UI elements will be shown is always going to be directly related to what state the player is in, and the state th…
This tutorial provides the groundwork that should allow C++ UE4 developers to construct new Blueprint nodes that can be much more powerful and user friendly than a simple C++ function that has been tagged BlueprintCallable
. Ultimately these custom nodes function almost the same way as a Blu…
This update was one of the most fun I've had in a long time! So buckle up, as I guide you through how the “your actions change the world” trope was extended to the player character, and how it changed the entirety of this update, from start to finish!
You can also skip to the very end, for the TL;DR…
Well . . . This past month was quite the interesting: First, shortly after my last entry, I discovered that by removing a chuck of the climbing system, it made it work much better and faster. So that was a thing. However, the elephant in the room was the idea of creating an …
If you want something to work, you'd better make it yourself!
At least that's how things usually turn out . . . Eventually.
So in my last entry, I quickly jumbled up some of the key movement features I'd wish to see in EOTH. However, the result…